A Naturalist seeks to protect and preserve nature, speaking for that which has no other voice.

MAKING A NATURALISTAbilities: Charisma is important for a Naturalist to be able to convince others to help his cause, Dexterity will help him hit things with his Naturalize, and a high Constitution will help keep him alive.Races: Humans, Half-elves, Elves, and Halflings are the most common Naturalists, though any race that cherishes nature will have its own share.Alignment: Any non-evil.Starting Gold: As Ranger.Starting Age: As Ranger.

Weapon and Armor Proficiencies: Naturalists are proficient with all simple weapons, and with the greatclub, handaxe, net, scythe, and whip. They are also proficient with light armor and with shields, but not tower shields. There is no prohibition against Naturalists using metal weapons and armor.

Bonus Languages: A naturalist’s bonus language options include Sylvan, in addition to the bonus languages available because of race. A naturalist also knows Druidic, a secret language known only to druids and other naturalists, which he learns upon becoming a 1st-level naturalist. Druidic is a free language for a naturalist; that is, he knows it in addition to his regular allotment of languages and it doesn’t take up a language slot. Naturalists are forbidden to teach this language to anyone other than druids or naturalists. Druidic has its own alphabet.

Invocations: A naturalist does not prepare or cast spells as other wielders of arcane magic do. Instead, he possesses a group of abilities known as invocations that represent his ability to call forth and affect nature around him. A naturalist can use any invocation he knows at will, with the following qualifications.

A naturalist's invocations are spell-like abilities; using an invocation is therefore a standard action that provokes attacks of opportunity. An invocation can be disrupted, just as a spell can be ruined during casting. A naturalist is entitled to a Concentration check to successfully use an invocation if he is hit by an attack while invoking, just as a spellcaster would be. A naturalist can choose to use an invocation defensively by making a Concentration check, to avoid attacks of opportunity. A naturalist's invocations are subject to spell resistance unless an invocation specifically states otherwise. A naturalist's caster level with his invocations are equal to his naturalist level.

The save DC for an invocation (if it allows a save) is 10 + equivalent spell level + the naturalist's Charisma modifier. Since spell-like abilities are not actually spells, a naturalist cannot benefit from the Spell Focus feat. He can, however, benefit from the Ability Focus feat, as well as from feats that emulate metamagic effects for spell-like abilities. Unlike other spell-like abilities, invocations are subject to arcane spell failure for armor heavier than light.

The four grades of invocations, in order of their relative power, are seedling, annual, biennial, and perennial. A naturalist begins with knowledge of two invocations, which must be of the lowest grade (seedling). As a naturalist gains levels, he learns new invocations, as summarized in the table above and described below. At any level when a naturalist gains access to a new grade of invocations, he can also replace an invocation he already knows with another invocation of the same or lesser grade.

Naturalize (Su): The first ability a naturalist learns is his naturalize, causing rampant growths in and on the body of his target. Naturalize is a ray with a range of 60 feet. It is a ranged touch attack that affects a single target, allowing no saving throw, and deals 1d6 damage at first level, increasing by 1d6 every two levels after.

As a supernatural ability, naturalize is not subject to spell resistance. However, applying a Natural Essence or Topiary turns this into a spell-like abilitiy, in which case Naturalize is the equivalent of a spell whose level is equal to one-half the naturalist's class level rounded up. Metamagic feats cannot improve a naturalist's naturalize (because it is a supernatural ability and not a spell). However, the feat Ability Focus (naturalize) increases the DC for all saving throws (if any) associated with a naturalist's naturalize by 2. If a naturalist's base attack bonus is high enough to allow him iterative attacks, he may make a full attack action with naturalize; however, some topiary invocations or natural essences can only be used as standard actions. See the natural essence and topiary sections for details.

Natural Essences and Topiary: A naturalist learns some invocations that can modify his naturalize, affecting the area and manifestation of growth. Those that change the manifestation are natural essences, and those that alter the area are topiary. A naturalist can apply up to one natural essence he knows and one topiary he knows to each use of naturalize; doing so is part of the same action as the naturalize. Natural essences and topiary are discussed in more detail below. The naturalist learns natural essences and topiary at the indicated levels in the table above. These invocations cannot be changed at higher levels like other invocations.

Nature Sense (Ex): A naturalist gains a bonus to Knowledge: Nature and Survival checks equal to +1 for every 3 naturalist levels he has.

Wild Empathy (Ex): A naturalist of 2nd level learns how to improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The naturalist rolls 1d20 and adds his naturalist level and his Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the naturalist and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

Woodland Stride (Ex): Starting at 2nd level, a naturalist may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect him.

Animal Companion: Beginning at third level, the naturalist acquires an animal companion, as a Druid of his level-2. Instead of sharing spells, he may share Invocations with his animal companion.

Resist Nature's Lure (Ex): Starting at 4th level, a naturalist gains a +3 bonus to saves against the spell-like abilities of fey and plants. At 9th level, this bonus improves to +6. At 18th level, naturalists are immune to the spell-like abilities of both fey and plants.

Aspect of Nature (Su): Beginning at 5th level, a naturalist begins to physically express the nature he is speaking for. He learns one of the following Aspects of Nature: Aquatic, Poison, Scent, Speed, or Tooth & Claw. He may activate or deactivate this ability as a swift action, and may have it active for a total number of hours per day equal to his Charisma modifier. At 10th level, he learns another Aspect from the following list: Agility, Endurance, Flight, Vigor, or another from the previous list. Switching between different known Aspects is also a Swift action, but the total time Aspects are active may still not exceed ChaMod hours per day. At 15th level, he learns another Aspect from the following list: Elemental Air, Elemental Earth, Elemental Fire, Elemental Water, or another from previous lists. While in an Elemental Aspect, the Naturalist may not use any Invocations or his Naturalize ability. At 20th level, the Naturalist learns one more Aspect from any of the previous lists, and may have two Aspects active simultaneously. In addition, there is no longer a limit to the amount of time he may spend with Aspects active.

Lesser Elemental Arbiter (Su): A Naturalist of 7th level begins learning how to restore balance to nature thrown off kilter by magic. As a standard action once per encounter per 3 Naturalist levels, he may attempt to suppress a magical effect of 3rd level or lower within close range (25' + 5' for every 2 Naturalist levels). If he succeeds on a caster level check (1d20+Naturalist Level vs. 11+Effect's Caster Level), the effect is suppressed for 1d4 rounds. The Naturalist also gains a benefit depending on the school of magic suppressed, as shown in the table below, for as long as the effect is suppressed. Uses of this ability may also be used to Counterspell. The spell need not be identified by a Spellcraft check. Instead, the naturalist must make a caster level check, as above. If the check is successful, the spell is countered, and the Naturalist gains a benefit according to the school, for a duration of 1d4 rounds. Only spells of a level that could be affected by this ability can be countered.

Increase the save DC of your next Naturalize or Invocation by 1/spell level

Evocation

Gain Resistance 2/spell level to an energy type of your choice

Illusion

Gain a miss chance of 5%/spell level

Necromancy

Gain 5/spell level temporary hit points

Transmutation

Gain a +1/spell level Enhancement bonus to an ability score of your choice

*This may be used at any point during the duration as a swift action. Additionally, you need not use the entire distance at once, instead breaking it into pieces divisible by 10'.

Trackless Step (Ex): Starting at 7th level, a naturalist leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if he so desires.

Graft (Ex): Over time, a Naturalist's body changes to become more like the nature he is protecting.

I: At 8th level, the naturalist gains low-light vision, immunity to all [Charm], [Compulsion], and sleep effects, and has a 25% chance of negating critical hits.

II: At 14th level, the naturalist gains immunity to all [Pattern] effects, poison, and paralysis, and has a 75% chance of negating critical hits.

III: At 20th level, the naturalist's transformation is complete. He is considered to have the Plant type whenever it would be beneficial. In addition, he gains immunity to all [Phantasm] effects, negative morale effects, polymorph, and stunning, and is not subject to critical hits. Finally, the naturalist no longer needs to sleep.

Greater Woodland Stride (Ex): Starting at 8th level, a naturalist may move without damage or impairment through thorns, briars, or other overgrown areas that have been magically manipulated to impede motion.

Natural Stride (Ex): Starting at 12th level, a naturalist may move through any sort of natural terrain (including, for example, snowy, icy, or rocky; not just wooded) - even if it is difficult or magically manipulated to impede - without taking damage or suffering other impairment.

Greater Elemental Arbiter (Su): As Lesser Elemental Arbiter, except that effects of 4th-6th level are suppressed, effects of 3rd level or lower are dispelled, and the range increases to medium (100' + 10' per Naturalist level). Benefits from effects that are dispelled last for the rest of the encounter. The naturalist may choose to suppress an effect instead of dispelling it, in which case the effect is suppressed for 4 rounds.

Greater Wild Empathy (Ex): Starting at 14th level, a naturalist can also use his Wild Empathy ability to influence Magical Beasts and Plants, with no penalty.

Share Aspect (Su): At 17th level, all allies within 30' of the Naturalist may choose to gain the benefit of whichever Aspect of Nature the Naturalist currently has active. They only gain this benefit while within the radius, but may choose to have it affect them or not as a swift action.

Perfect Elemental Arbiter (Su): As Lesser Elemental Arbiter, except that effects of 7th-9th level are suppressed, effects of 6th level or lower are dispelled, and the range increases to long (400' + 40' per Naturalist level). The naturalist may choose to suppress an effect instead of dispelling it, in which case the effect is suppressed for 4 rounds.

Naturalists choose the invocations they learn as they gain levels, much like bards or sorcerers choose which spells to learn. However, a naturalist's arcane repertoire is even more limited, and his invocations are spell-like abilities, not spells.

In addition to its grade (seedling, annual, biennial, perennial), every invocation has a spell level equivalent, which is used in the calculation of save DCs and for other purposes. The level equivalent for each invocation is given in its description. A naturalist can dismiss any invocation as a standard action, just as a wizard can dismiss a spell.

Notes:

If an invocation says "works as both [spell] and [spell]," choose which spell is being emulated at the time of invoking.

If an invocation produces permanent physical material, such material disappears after a number of hours equal to the naturalist's caster level.

Natural Essences

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Some of a naturalist's invocations modify the damage or other effects of a naturalist's naturalize. These are called natural essence invocations. Unless noted otherwise, naturalize modified by natural essence invocations deals damage normally in addition to imparting the effect described in the invocation description (any external physical manifestations of a Natural Essence fade from the target after a number of minutes equal to the naturalist's caster level). However, when naturalize is modified by a natural essence invocation, it becomes a spell-like ability (not a supernatural ability), and therefore is subject to spell resistance.

A naturalist can apply only one natural essence invocation to a single naturalize, choosing from any of the natural essence invocations that he knows. When a naturalist applies a natural essence invocation to his naturalize, the spell level equivalent of the modified naturalize is equal to the spell level of the naturalize or of the natural essence invocation, whichever is higher. If a naturalist targets a creature with natural essence naturalize that has immunity to the invocation’s effect, it still takes the damage from the naturalize normally (provided it isn’t also immune to the naturalize).

A naturalist can apply a natural essence invocation and a topiary invocation (see below) to the same naturalize. When a naturalist uses both kinds of invocations to alter naturalize, the spell level equivalent is equal to the spell level of the naturalize, the level of the natural essence invocation, or the level of the topiary invocation, whichever is higher.

Seedling Natural Essences

Cactus: Prickly spines sprout out from the targets body.

Fire Ant: The target's face becomes covered in bug bites.

Firefly: Chemical reactions occur in the target's body, causing them to glow.

E. Coli: Bacteria grow in the target's stomach, causing them to become violently ill.

Pufferfish: The target's face swells up, and dozens of small spines protrude from its pores.

Perennial Natural Essences

Castor: Pointly red leaves and pods sprout from the target's head.

Ebola: The target starts bleeding from the eyes and ears, as does the next ally it comes in contact with.

Natural Essence Descriptions

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BelladonnaAnnual Natural Essence InvocationEquivalent Spell Level: 3 When hit with a naturalize using this natural essence, leaves and poisonous, shiny black berries sprout from the target's arms and legs. In addition to doing normal damage, the target must make a Fortitude save or be poisoned; 1d10 Constitution damage, initial and secondary. This natural essence applies only to the first iterative attack.

CactusSeedling Natural Essence InvocationEquivalent Spell Level: 1 When hit with a naturalize using this natural essence, prickly spines burst from the target's skin. Naturalize does +1 point of damage per die, and all damage is piercing.

CastorPerennial Natural Essence InvocationEquivalent Spell Level: 8 When hit with a naturalize using this natural essence, red, pointy leaves and pods sprout from the target's head. In addition to doing normal damage, the target must make a Fortitude save or die, and is still sickened for 4 rounds on a successful save. Using this natural essence is a standard action.

E. ColiBiennial Natural Essence InvocationEquivalent Spell Level: 6 When hit with a naturalize using this natural essence, bacteria grow in the target's stomach, causing them to become violently ill. In addition to normal naturalize damage, the target must make a Fortitude save or become nauseated for 1 round. They are still sickened for 2 rounds on a successful save. This natural essence applies only to the first iterative attack.

EbolaPerennial Natural Essence InvocationEquivalent Spell Level: 7 When hit with a naturalize using this natural essence, the target starts bleeding from the eyes and ears, and must make a fortitude save or take double damage (a critical hit and failed save results in quadruple damage). Regardless of the results of the Fortitude save, the next enemy who passes within 5' of the target within one minute also starts bleeding from the eyes and ears, and takes half as much damage as the target took, with no save. Using this natural essence is a standard action.

Fire AntSeedling Natural Essence InvocationEquivalent Spell Level: 2 When hit with a naturalize using this natural essence, the target's face becomes covered in bug bites. Naturalize does fire damage. In addition, the target must make a Will save or drop any equipment in its hands, as the need to scratch becomes overwhelming.

FireflySeedling Natural Essence InvocationEquivalent Spell Level: 1 Chemical reactions occur in the target's body, causing them to glow. In addition to suffering normal damage, they must make a Will save or glow for 2 rounds, making their location and outline clearly visible despite shadows, invisibility or any other non-barrier source of concealment. While they glow, ranged attacks against them have a +1 circumstance bonus to hit.

Giant Stinging TreeAnnual Natural Essence InvocationEquivalent Spell Level: 3 When hit with a naturalize using this natural essence, very large heart-shaped leaves with tiny stinging hairs sprout from the target's torso, causing your naturalize to cling to the target. The round after being hit, the target takes additional damage equal to half the damage it took in the initial hit. Using this natural essence is a standard action.

Herbal SupplementSeedling Natural Essence InvocationEquivalent Spell Level: 2 Some plants have inherent healing properties. Living creatures are healed a number of d4's equal to the number of d6's normally done by your naturalize, and undead are harmed by the same number of d8's.

IvyAnnual Natural Essence InvocationEquivalent Spell Level: 4 When hit with a naturalize using this natural essence, vines of ivy shoot from the target's body. As a standard action, roll a ranged touch attack. If it is successful, the naturalize deals no damage. Instead, make an opposed grapple check against the target, adding your caster level and Charisma modifier to the check instead of your size and Strength modifiers (this grapple check does not provoke attacks of opportunity). If you succeed, the target becomes entangled in the ivy, and is grappled. Each round, the target can attempt to escape by making a successful grapple or Escape Artist check against your grapple check. You are not considered to be grappled while using a naturalize with this natural essence. You cannot use your naturalize while the target remains grappled by the Ivy.

JellyfishAnnual Natural Essence InvocationEquivalent Spell Level: 3 When hit with a naturalize using this natural essence, transparent tentacles sprout limply from the target's face. Naturalize does electricity damage, and the target must make a Reflex save or be slowed for 1 round. This natural essence applies only to the first iterative attack.

PsilocybeAnnual Natural Essence InvocationEquivalent Spell Level: 4 When hit with a naturalize using this natural essence, psychedelic mushrooms sprout from the target, who, in addition to suffering normal damage, must make a Will save or become confused for 1d4 rounds. This natural essence applies only to the first iterative attack.

PufferfishBiennial Natural Essence InvocationEquivalent Spell Level: 6 When hit with a naturalize using this natural essence, the target's face swells up, and dozens of small spines protrude from its pores. In addition to suffering normal damage, the target must make a Fortitude save or become paralyzed for 1 round. Using this natural essence is a standard action.

SkunkAnnual Natural Essence InvocationEquivalent Spell Level: 3 When hit with a naturalize using this natural essence, the target emanates noxious odors. In addition to suffering normal damage, the target must make a Fortitude save or be sickened for 1d4 rounds. This natural essence applies only to the first iterative attack.

Topiary

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Some of a naturalist's invocations modify the range, target(s), or area of a naturalist's naturalize. These are called topiary invocations. Unless noted otherwise, naturalize subject to topiary invocations deal damage normally in addition to imparting the effects described in the invocation description. However, when naturalize is modified by a topiary invocation, it becomes a spell-like ability (not a supernatural ability), and therefore is subject to spell resistance. A naturalist can apply only one topiary at a time to his naturalize, and he can choose from any of the topiary invocations that he knows. A naturalist need not apply a topiary invocation to his naturalize.

When a naturalist applies a topiary invocation to his naturalize, the spell-level equivalent is equal to the spell level of the naturalize or of the topiary invocation, whichever is higher. A naturalist can apply a topiary invocation and a natural essence invocation (see Natural Essence Invocations above) to the same naturalize. When a naturalist uses a natural essence and a topiary to alter a naturalize, the spell-level equivalent is equal to the spell level of the naturalize, the natural essence invocation, or the topiary invocation, whichever is higher.

Seedling Topiary

Bear: Your naturalize has the claws of a bear.

Cheetah: Your naturalize has the speed of a cheetah.

Ostrich: Your naturalize has the size of an ostrich.

Annual Topiary

Rhinoceros: Your naturalize is as unstoppable as a rhino.

Spider: Your naturalize has as many legs as a spider.

Biennial Topiary

Octopus: Your naturalize has the spray of an octopus's ink.

Porcupine: Your naturalize explodes out like the quills of a porcupine.*

Perennial Topiary

Hedgerow: Your naturalize is the most common and basic Topiary of all.

Sea Cucumber: Your naturalize has the shape of a sea cucumbers defenses.

*I know that Porcupines don't actually do this, but I couldn't come up with a better animal. If you have a good suggestion, let me know.

Topiary Descriptions

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BearSeedling Topiary InvocationEquivalent Spell Level: 2 As a standard action, you can make a single melee attack. If you hit, the target is affected as if struck by your naturalize (including any natural essence applied). This damage is in addition to any weapon damage that you deal with your attack, although you need not deal damage with this attack to trigger the naturalize effect. Unlike other invocations, using this spell-like ability does not automatically trigger attacks of opportunity

CheetahSeedling Topiary InvocationEquivalent Spell Level: 1 This topiary invocation extends your naturalize attacks to great distances, increasing the range to 250', with no range increment. Using this topiary is a standard action.

HedgerowPerennial Topiary InvocationEquivalent Spell Level: 7 Your naturalize forms into a wall up to 20' high and up to 5'/level long, starting from any point within close range (25' + 5'/2 levels). Any enemies that pass through it before your next turn are affected as if hit by your naturalize, no attack roll is necessary. However, since the application of this invocation makes the naturalize a spell-like ability, Spell Resistance still applies. If a Natural Essence is also applied to this naturalize, enemies are affected by it as normal. Using this topiary is a standard action.

OctopusBiennial Topiary InvocationEquivalent Spell Level: 5 This topiary gives your naturalize the shape of an octopus's ink spray, forming a 30' cone starting from your position. All creatures within the cone are automatically affected, but may attempt a Reflex save for half damage. Using this topiary is a standard action.

OstrichSeedling Topiary InvocationEquivalent Spell Level: 1 This topiary gives your naturalize the size of an ostrich, forming a polearm. You can use it to make a melee attack with 10' reach, but cannot attack in adjacent foes. In addition, you can use your naturalize to make attacks of opportunity for one round, but not more than you would normally get.

PorcupineBiennial Topiary InvocationEquivalent Spell Level: 6 This topiary gives your naturalize the shape of a porcupine's defenses, forming a 15' radius burst at medium range (100' + 10'/levels). All creatures within the burst are automatically affected, but may attempt a Reflex save for half damage. Using this topiary is a standard action.

RhinocerosAnnual Topiary InvocationEquivalent Spell Level: 4 This topiary gives your naturalize the form of a charging rhino, affecting all enemies in a 60' line from your position automatically, though they may attempt a Reflex save for half damage. Using this topiary is a standard action.

Sea CucumberPerennial Topiary InvocationEquivalent Spell Level: 8 This topiary gives your naturalize the shape of a sea cucumber's defenses. It forms a 30' radius emanation centered on you. All enemies within the radius are affected automatically, though they may attempt a Reflex save for half damage. Using this topiary is a standard action.

SpiderAnnual Topiary InvocationEquivalent Spell Level: 3 This topiary allows your naturalize to branch from its first target to others. It can jump from the primary target to one secondary target plus an additional secondary target per 5 naturalist levels, consecutive targets cannot be more than 30' apart, and the same creature cannot be targeted more that once. Each target requires a separate attack roll (and a separate spell penetration roll if necessary). If any attack in the chain misses, the chain ends there. Each secondary target takes half the damage dealt to the primary target. Using this topiary is a standard action.

Seedling Invocations

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Barkskin (2)

Camouflage SpC 43 (1) - Range is touch instead of personal.

Control Animal (1) - Works as both Calm Animals and Charm Animal.

Create Water (0)

Embrace the Wild CAdv 147 (2)

Endure Elements (1)

Enrage Animal SpC 82 (1)

Entangle (1)

Evergreen Frost (2)

Flora and Fauna (2) - Works as Detect Animals or Plants, Speak with Animals, and Speak with Plants.

Fog Cloud (2)

Goodberry (1)

Hidden from Nature (1) - See New Invocation Descriptions below.

Poison Expert (1) - Works as both Detect Poison and Delay Poison.

Tree Shape (2)

Woodworking (2) - Works as both Warp Wood and Wood Shape.

Annual Invocations

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Aquatic Transformation (3) - See New Invocation Descriptions below.

Brambles SpC 38 (2)

Briar Web SpC 39 (2)

Control Water (4)

Create Food and Water (3)

Crumble SpC 56 (3)

Caustic Bite (3) - See New Invocation Descriptions below.

Forestfold CAdv 149 (4) - Range is Touch.

Green Thumb (3) - Works as both Diminish Plants and Plant Growth.

Hold Animal (2)

Howling Wind (3) - See New Invocation Descriptions below.

Medicinal Touch (3) - Works as both Neutralize Poison and Remove Disease.

Enlarge/Reduce Animal (4) - Works as both Animal Growth and Reduce Animal except with a duration of 1 minute per level.

Freedom of Movement (4)

Hallow (5)

Ironwood (6)

Panacea SpC 152 (5)

Stoneskin (5)

Stone Tell (6)

Transmute Mud/Rock (5) - Works as both Transmute Mud to Rock and Transmute Rock to Mud.

Tree Stride (5)

Wall of Thorns (5)

Wall of Stone (6)

Wind Walk (6)

Perennial Invocations

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Animate Plants (7)

Banishment (6)

Control Plants (8)

Control Weather (7)

Liveoak (6)

Move Earth (6)

Repel Wood (6)

Repel Metal or Stone (8)

Stone Body SpC 207 (6)

Sunburst (8)

Transmute Metal to Wood (7)

Transport via Plants (6)

New Invocation Descriptions

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Aquatic TransformationAnnual InvocationInitiation: 1 standard actionRange: TouchTarget: Creature TouchedDuration: 1 hour/levelSaving Throw: Will negates (harmless)Spell Resistance: Yes (harmless)The target grows gills allowing it to breathe underwater. In addition, the target gains a swim speed equal to its base land speed or 30', whichever is greater. Finally, the target may use all of its racial and class abilities underwater, including invocations, maneuvers, spells, and the like.

Hidden from NatureSeedling InvocationInitiation: 1 standard actionRange: TouchTarget: Creature TouchedDuration: 10 minutes/levelSaving Throw: Will negates (harmless)Spell Resistance: Yes (harmless)The subject can move through any type of natural terrain and leave neither footprints nor scent. Tracking the subject is impossible by nonmagical means. In addition, choose one of the following types: Animal, Fey, Plant, or Vermin. Creatures of the chosen type cannot see, hear, or smell the warded creature. Even extraordinary or supernatural sensory capabilities, such as blindsense, blindsight, scent, and tremorsense, cannot detect or locate the warded creature. They simply act as though the warded creature is not there. If the subject touches a creature of the chosen type or attacks any creature, even with a spell, the invocation ends. If the target is already under the affect of a previous use of this invocation, the new creature type and duration replace - rather than stacking with - the effects of the previous use.

A Small or smaller creature on the ground is knocked down and rolled 1d4×10 feet, taking 1d4 points of nonlethal damage per 10 feet. If flying, a Small or smaller creature is blown back 2d6×10 feet and takes 2d6 points of nonlethal damage due to battering and buffeting.

Medium creatures are knocked prone by the force of the wind, or if flying are blown back 1d6×10 feet.

Large creatures are unable to move forward against the force of the wind, or if flying are blown back 1d6×5 feet.

Huge creatures can only move at half their normal speed.

Gargantuan or larger creatures may move normally.

A howling wind can’t move a creature beyond the limit of its range.

Ranged attacks are impossible in the area of a howling wind, and Listen checks take a -8 penalty.

The force of the wind automatically extinguishes candles, torches, and similar unprotected non-magical flames, as well as protected non-magical flames, such as those of lanterns. Magical flames of the same size have a 50% chance of being extinguished.

In addition to the effects noted, a howling wind can do anything that a sudden blast of wind would be expected to do. It can create a stinging spray of sand or dust, fan a large fire, overturn awnings or hangings, heel over a small boat, and blow gases or vapors to the edge of its range.

Geographic VariantsThe naturalist presented above is one primarily based in the forests and plains of a typical medieval European fantasy setting. However, not every game will be played using that geography. These are a few variations for different settings.

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Aquatic NaturalistsNaturalists from aquatic locales are quite familiar with the different challenges presented by their environs, but less so with those found on land and in the air. Rules for dealing with underwater adventures can be found in Stormwrack.

Aquatic naturalists spend most of their lives in the water, becoming incredible swimmers, but losing some of their mobility out of the water. If they already have a swim speed, it increases by 5' for every 2 naturalist levels. If they do not already have one, they gain a swim speed of 30' + 5' for every 2 naturalist levels. In addition, aquatic naturalists gain a bonus on swim checks to perform a special action or avoid a hazard equal to +1 for every 3 naturalist levels (minimum +1). However, their base land speed decreases by 10' (to a minimum of 10'), and all other movement speeds they possess, or gain in the future, are halved.

Aquatic naturalists may swim to twice the depth they normally would before taking damage from the pressure.

Aquatic naturalists take double damage from any effect that does dessication damage.

Aquatic naturalists are amphibious, and can breathe and use all of their class abilities underwater.

Woodland Stride is replaced with Free Swimmer, giving the following benefits:

Move through terrain such as light or heavy surf, driftwood, rubble, reeds, coral, and similar which has not been magically manipulated to impede motion with no penalty to either movement speed or swim checks and without taking damage. However, aquatic and shoreline areas that have been magically manipulated to impede motion still affect them.

Always entitled to a Spot or Survival check to notice natural aquatic and shoreline hazards, even while charging or running.

Greater Woodland Stride is replaced with Greater Free Swimmer, giving the following benefits:

Move through aquatic and shoreline areas supernaturally or magically manipulated to impede motion with no penalty and without taking damage.

Always entitled to a Spot or Survival check to notice supernatural and magical aquatic and shoreline hazards, even while charging or running.

Natural Stride remains the same.

Arctic NaturalistsNaturalists from arctic wastelands have learned to to adapt to the extreme cold of their homes. Rules for dealing with arctic wastelands can be found in Frostburn.

Arctic naturalists can live and work unprotected in one temperature band colder than normal for their race. In addition, they may go twice as long without cold protection before becoming frostbitten or hypothermic.

Woodland Stride is replaced with Arctic Stride, giving the following benefits:

Move through terrain such as snow fields, pack ice or ice sheets, light or dense rubble, light undergrowth, scree, and similar which has not been magically manipulated to impede motion with no penalty to either movement speed or tumble checks, and without taking damage. However, arctic areas that have been magically manipulated to impede motion still affect them.

Always entitled to a Spot or Survival check to notice natural arctic hazards, even while charging or running.

Greater Woodland Stride is replaced with Greater Arctic Stride, giving the following benefits:

Move through arctic wastelands supernaturally or magically manipulated to impede motion with no penalty and without taking damage.

Always entitled to a Spot or Survival check to notice supernatural and magical arctic hazards, even while charging or running.

Natural Stride remains the same.

Desert NaturalistsNaturalists from desert wastelands have learned to to adapt to the extreme heat of their homes. Rules for dealing with deserts and other wastelands can be found in Sandstorm.

Desert naturalists can live and work unprotected in one temperature band hotter than normal for their race. In addition, they may go twice as long without water before becoming dehydrated.

Desert naturalists take half damage from any effect that does dessication damage.

Because of their total lack of familiarity with large bodies of water, desert naturalists always suffer a -8 penalty to swim checks in water (as opposed to, for example, a swim check to escape from Slipsand or Softsand), and their armor check penalty (if any) while swimming is quadrupled, instead of tripled. In addition, if they ever gain a swim speed by any means, that swim speed is half of what it would normally be.

Woodland Stride is replaced with Wasteland Stride, giving the following benefits:

Move through terrain such as shallow or deep sand, light or dense rubble, light undergrowth, shallow bog, and similar which has not been magically manipulated to impede motion with no penalty to either movement speed or tumble checks, and without taking damage. However, wasteland areas that have been magically manipulated to impede motion still affect them.

Always entitled to a Spot or Survival check to notice natural wasteland hazards, even while charging or running.

Greater Woodland Stride is replaced with Greater Wasteland Stride, giving the following benefits:

Move through wastelands supernaturally or magically manipulated to impede motion with no penalty and without taking damage.

Always entitled to a Spot or Survival check to notice supernatural and magical desert hazards, even while charging or running.

Natural Stride remains the same.

Underground NaturalistsNaturalists from underground caverns have learned to to adapt to the unseen hazards of their habitat.

Underground naturalists gain a bonus on Climb and Jump checks equal to +1 for every 3 naturalist levels they have (minimum +1).

Woodland Stride is replaced with Spelunker, giving the following benefits:

Move over stone, rock, and earthen debris which has not been supernaturally or magically manipulated to impede motion at full speed without taking damage or suffering other impairment. However, areas that have been magically manipulated to impede motion still affect them.

Greater Woodland Stride is replaced with Greater Spelunker, giving the following benefits:

Move over stone, rock, and earthen debris supernaturally or magically manipulated to impede motion with no penalty and without taking damage.

Plant Defiance (Su): A naturalist of 7th level gains the ability to turn (but not destroy) plant creatures just as a good cleric turns undead. When determining the result of a turning attempt, treat all destruction results as normal turning. Treat immobile plant creatures as creatures unable to flee. This ability is usable a total number of times per day equal to 3 + your Charisma modifier.

Plant Control (Su): A naturalist of 13th level gains the ability to rebuke or command plant creatures as an evil cleric rebukes undead. To command a plant, you must be able to speak with it via a speak with plants effect, though it may do so mentally if desired. Uses of this ability draw from the same pool as Plant Defiance.

Plant Lord (Su): At 19th level, the naturalist becomes the master of all sentient plant life around him. The range of his turn or rebuke attempts increases to 10'/level, he gains a +6 bonus on his turning checks, and the total number of hit dice he can affect with a successful turn check is now equal to 4d6 + his naturalist level + twice his Charisma modifier.

These abilities replace a naturalist's naturalize, aspect of nature and share aspect abilities.

Primal Form (Su): At 1st level, and every odd level after that, the naturalist learns one of the primal form abilities below, chosen from one of the lists depending on his level. At first level, he may choose any ability from the Egg list; at 7th level, from the Larva list or an earlier list; at 11th level, from the Pupa list or an earlier list; at 17th level, from the Adult list, or an earlier list. Once chosen, these abilities cannot be changed, and are always active. No ability may be chosen multiple times. At 18th level, the naturalist learns one ability from the Elemental ability list. Note: If a naturalist already possesses a natural attack, any natural attacks acquired through Primal Form are secondary. If he does not have any natural attacks, the first natural attack he gains from his Primal Form is a primary natural attack, and all subsequent natural attacks are secondary.

Share Form (Su): At 4th level, one of the primal form abilities the naturalist has chosen also affects his animal companion. This choice may not be changed once chosen, and is always active, regardless of how far the companion is from its naturalist. At levels 10, 14, and 20, another ability affects the animal companion. No ability may be chosen multiple times. If the companion dies, or is otherwise replaced, different abilities may be chosen, but only choices that would have been valid at the levels gained.

Natural Essence (Sp): At 5th level, and every 5 levels after that, the naturalist learns one Natural Essence invocation of any level he could learn (i.e. Seedling at 5th, Annual or lower at 10th, etc). As a standard action, the naturalist may make a single melee attack and apply a Natural Essence invocation he knows to it. (This ability satisfies the prerequisites for the Wild Fang feat.)

Egg

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Leopard spots, Zebra stripes, or similar recognizable animals patterns appear on the Naturalist's body. He gains a bonus to hide checks in appropriate environments equal to +1 for every 3 naturalist levels (minimum +1).

The naturalist grows the tail of a cat. He gains a bonus to balance checks equal to +1 for every 3 naturalist levels (minimum +1).

The naturalist sprouts feathers (but not wings). He takes one less damage per die of damage from falling.

The naturalist's skin takes on a slight green tint - healthy, not sickly, becoming mildly photosynthetic, which allows him to gain nourishment from 1 hour of sunlight each day in place of eating, though water is still required.

The naturalist's hair becomes a tangle of vines and flowers, allowing him to go without water for up to five days.

Moose antlers sprout from the naturalist's head, granting him a gore natural attack that deals 1d8 + StrMod damage (Medium) or, if he already possesses a gore attack, increasing the damage die by one size category.

The naturalist's voice sounds like the calls of various animals, though it can still be understood as whichever language he is speaking, giving him a bonus on Wild Empathy checks equal to +1 for every three naturalist levels (minimum +1).

The naturalist's eyes become shaped like those of an eagle, giving him a bonus on spot checks equal to +1 for every 3 naturalist levels (minimum +1).

The pads of the naturalist's feet become sticky like a lizard's, granting a bonus to Climb checks equal to +1 for every 3 naturalist levels (minimum +1).

The naturalist grows a pair of claws, granting him a two natural attacks that deal 1d4 + StrMod damage (Medium), or, if he already possesses a claw attack, increasing the damage die by one size category.

The naturalist's legs elongate like a deer's, increasing his base land speed by 5'.

Larva

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The naturalist grows a hump like a camel and can go without water for up to three weeks.

The naturalist grows a thin coat of fur, providing a circumstance bonus to Fort saves against exposure to cold weather and spells and effects with the [Cold] descriptor equal to +1 for every 2 naturalist levels.

The naturalist's skin turns a deep fern green, becoming photosynthetic, allowing him to heal a number of hit points equal to his naturalist level for each hour he spends resting in bright light (natural or magical).

The naturalist's blood becomes sticky and thick, halving the damage caused by bleeding effects and doubling the time it takes poisons to affect him.

The naturalist's eyes become like those of an owl, giving him low-light vision if he did not already posses it, or doubling the range of any low-light vision he already has.

The naturalist's skin can change colors like a Chameleon's. As long as he stays motionless, he gains a bonus to Hide checks in any environment equal to +1 for every 2 naturalist levels.

The naturalist's eyes become hawk-like, granting a bonus on Search and Spot checks equal to +1 for every 2 naturalist levels.

The naturalist grows gills to allow him to breathe in water, and gains a Swim speed equal to his base land speed.

The naturalist's face grows into a crocodilian snout, granting him a bite natural attack that deals 1d8 + StrMod damage (Medium), or, if he already possesses a bite attack, increasing the damage die by one size category.

The naturalist gains a pixie's grace, granting a bonus on Reflex Saves equal to +2 for every 3 naturalist levels.

Thorns grow from the naturalist's body, causing 1d4 damage to anyone that grapples the naturalist or attacks him with a natural attack (or unarmed strike).

The naturalist can constrict his body like a snake, dealing 1d10 + StrMod damage (Medium) with a successful grapple check against any creature his size or smaller, or, if he already possesses a constrict attack, increasing the damage die by one size category.

The naturalist can spin a spider's web and throw it at enemies like a net. This ability is identical to that of a web spinning monstrous spider.

The naturalist's arms become like a gorilla's. He gains a bonus on Str checks equal to +2 for every 3 naturalist levels.

The naturalist can fly into a rage like a wolverine. This grants him the ability to rage as a 1st level Barbarian, or increases his effective class level for a preexisting rage ability by one.

The naturalist's nose becomes sensitive like a hound's. He gains scent, or, if he already has it, the range of all applications of his scent ability double.

The naturalist can sprint like a cheetah, increasing his land speed 5x for one round once per hour, after which he is fatigued for 1d4 rounds.

The naturalist's skin hardens like the bark of an ancient tree and his blood thickens like sap, granting him a bonus to natural armor equal to +2 for every 3 naturalist levels, and making him immune to bleed effects.

The naturalist gains the hulking size of a rhinoceros, granting him powerful build.

Adult

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A long scorpion's tail grows from the naturalist. This grants him a sting natural attack dealing 1d6 + StrMod (Medium) damage or, if he already possesses a sting attack, increasing the damage die by one size category. This attack also deals 1d10 acid damage.

The naturalist's jaws become strong and locking, granting him a bite natural attack that deals 1d8 + StrMod damage (Medium), or, if he already possesses a bite attack, increasing the damage die by one size category. In addition, with a successful bite attack, he can choose to latch onto his target, automatically dealing bite damage each round, but denying the naturalist his Dex bonus to AC. A successful opposed Str check will dislodge the naturalist, or he can unclench his jaws as a free action.

The naturalist gains tremorsense like a worm, with a range of 10'/naturalist level.

The naturalist gains blindsense like a bat, with a range of 10'/naturalist level.

Wings sprout from the naturalist's back (appearing as those of any animal or fey creature of his choice), granting him a fly speed equal to twice his base land speed, with good maneuverability.

The naturalist gains the ability to curl into a spiny ball like a hedgehog. When curled up, his natural armor bonus doubles, or increases by 10, whichever is larger, and he is considered to be taking the Total Defense action, but he is immobilized. Curling and uncurling each take a move action. Anyone using natural attacks or non-reach melee weapons against him while he is curled up automatically suffers 5d6 piercing damage, even if they miss.

The naturalist's feet become like an elephant's, giving him the Trample ability (10d6 damage, Reflex save DC 10 + 1/2 naturalist level + StrMod) and treating him as one size category larger for purposes of the Trample (including space occupied).

Elemental

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The naturalist burns constantly with a terrible heat and he can consume flames to keep himself alive. He needs no food or water and is immune to damage from fire. In addition, when hit by an attack which would normally deal fire damage, he is instead healed one hit point for every two points of fire damage that would have been dealt.

The naturalist gains instinctive control of the water around his body and can use it to propel himself and even bind his wounds. He gains water breathing, Fast Healing 10 when fully submerged in water (or increasing preexisting Fast Healing by 10), and he can swim perfectly, gaining a swim speed double his base land speed and automatically succeeding on all swim checks.

The naturalist can interact with the earth as if he were one with it. He gains Earthglide, and blindsight 120', but can only detect creatures or objects within 5' of the ground, walls, or ceilings made of earth or stone. Earth and stone do not block line of effect or line of sight for purposes of this blindsight.

The naturalist gains instinctive control of the air around his body and can use it to propel himself and damp the winds. He gains a flight speed equal to twice his base land speed with perfect maneuverability and ignores all wind effects.

The naturalist attunes his body to all of the elements, granting him Energy Resistance against acid, cold, electricity, fire, and sonic equal to 3 point for every 2 naturalist levels. This overlaps with any preexisting energy resistance.

Feats

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Apportioned BountyPrerequisite:Lesser Elemental Arbiter class featureBenefit: When you suppress or dispel an effect with your Lesser Elemental Arbiter class feature, all allies within 30' also gain the benefits. If the effect was of the Evocation or Transmutation school, the choice for all allies in the area need not be the same as your choice. If the effect was of the Enchantment school, allies may increase the save DC for any single ability of theirs which allows a save.

Companion's BondPrerequisite: Animal CompanionBenefit: You may use your companion's share invocation ability out to a range of 30'. In addition, if an invocation with a range of touch targets only your companion, you can change the range to close (25' + 5'/2 caster levels).Normal: The animal companion must be within 5' at the time of invoking to receive the benefit. If the invocation has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5' away and will not affect the animal again, even if it returns to the naturalist before the duration expires.

Companion's TouchPrerequisite: Animal Companion, Companion's BondBenefit: As long as your animal companion is within 60' of you, it may deliver invocations that have a range of touch. Doing so uses both your own standard action and that of your animal companion. In addition, you may use its position as the origin point of your invocations instead of your own (but not your naturalize).

Elemental EntropyPrerequisite: Naturalize 3d6Benefit: Whenever you make a successful attack with your naturalize, you can voluntarily reduce your damage by 2d6 to lower your opponent's spell and power resistance by 5 (minimum 0) for 1 minute. Multiple applications of this ability on the same target overlap and do not stack.

Plant CompanionPrerequisite: Animal CompanionBenefit: When choosing an animal companion, you may instead choose a plant as shown on the table below. You must choose a companion whose alignment is within one step of yours, so a NG naturalist can only have a LG, NG, N, or CG companion. Even though your companion is a plant, you can cast spells on it as though it were an animal. The plant companion has all the normal abilities of a typical creature of its kind, as well as the characteristics of an animal companion determined by the naturalist's level.

Companion (Book)

Alignment

Level*

Myconid Average Worker (MM2 155)

LN

1

Myconid Elder Worker (MM2 156)

LN

4(-3)

Needlefolk (MM2 158)

N

4(-3)

Topiary Guardian, Boar (MM3 174)

N

4(-3)

Wizened Elder (MM4 180)

CN

4(-3)

Green Warder (Monst.Faerun 57)

CG

7(-6)

Myconid Guard (MM2 156)

LN

7(-6)

Wood Woad (MM3 196)

N

7(-6)

Myconid Circle Leader (MM2 156)

LN

10(-9)

Shambling Mound (SRD)

N

10(-9)

Tendriculous (SRD)

N

10(-9)

Topiary Guardian, Lion (MM3 174)

N

10(-9)

Treant (SRD)

NG

13(-12)

Greenvise (MM2 120)

N

16(-15)

Oaken Defender (MM4 106)

NG

19(-18)

Topiary Guardian, Triceratops (MM3 174)

N

19(-18)

*Subtract the number in parentheses from the naturalist's effective druid level for purposes of determining the companion's characteristics and special abilities.

Primordial PowerPrerequisite: Invocations class featureBenefit: Increase your caster level for all invocations by 1. In addition, if you have the Lesser Elemental Arbiter ability, gain a +2 bonus on caster level checks when using that ability.

Steadfast WildernessPrerequisite:Greater Elemental Arbiter class featureBenefit: As a full round action, expend all remaining uses (minimum 4) of your Lesser Elemental Arbiter class feature to produce an Antimagic Field with a duration of 1 minute. Gain benefits as if you had suppressed two 6th level spells of different schools of your choice, also with a duration of 1 minute.Special: If you have the Apportioned Bounty feat, your allies also gain the benefits of this feat.

Swift JusticePrerequisite:Expedited Arbitration, Greater Elemental Arbiter class featureBenefit: You may use your Lesser Elemental Arbiter class feature as an immediate action instead of a move action. You may expend multiple uses in the same round if you wish.

Wild FangPrerequisite: Animal Companion, 1 known Natural EssenceBenefit: As a standard action, you may apply the effect of one Natural Essence you know to your animal companion's natural attacks for 1 round. The animal companion must be within 30' of you at the time of this action, but may subsequently move farther away without losing this effect.

Naturalists and Prestige Classes

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Naturalists benefit in a specific way from prestige classes that have a level advancement benefit of "+1 level of existing divine spellcasting class" or "+1 level of existing spellcasting class." A naturalist taking levels in such a prestige class does not gain any other benefits of that level increase, but he does gain an increased caster level when using his invocations. He also gains new invocations at each prestige class level as though he had risen a level in naturalist.

A naturalist cannot qualify for prestige classes (or other game options) with spellcasting level requirements, because he never actually learns to cast spells. However, prestige classes with divine caster level requirements are allowed — his caster level for his invocations fulfills this requirement. His spell-like abilities do meet requirements for specific spell knowledge if they mimic the required spell.

If a naturalist with the Primal Form alternate class feature takes levels in a class that grants a wildshape ability he has two options:

The naturalist may gain the wildshape ability of the new class, in which case his Primal Form abilities do not increase.

The naturalist may instead choose to have the wildshape increase his Primal Form abilities.

He does not gain the wildshape abilities of his new class.

Any time he would gain a wildshape use or form, he instead learns a new Primal Form ability of an appropriate level.

Levels when he would gain a wildshape use or form stack with Naturalist levels for the purpose of determining the power of his Primal Form abilities, and for the level of abilities he learns.

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11/6/13: Added two feats - Expedited Arbitration and Swift Justice.

11/13/13: Added the following note: "If an invocation produces permanent physical material, such material disappears after a number of hours equal to the naturalist's caster level."

11/14/13: Added the following in the Natural Essence description: "any external physical manifestations of a Natural Essence fade from the target after a number of minutes equal to the naturalist's caster level."

11/14/13: Added Flight to the available Aspects of Nature at 10th level. Also, now, at 20th level, you can have 2 Aspects active simultaneously.

11/26/13: Added Stone Body to Perennial Invocation list. Added the following to the Steadfast Wilderness feat: "Gain benefits as if you had suppressed two 6th level spells of different schools of your choice, also with a duration of 1 minute."

11/26/13: Added Use Magic Device to skill list.

11/27/13: Added the Apportioned Bounty feat.

12/3/13: Changed Swift Justice to an immediate action instead of a swift action.

4/19/14: Changed the spell-level calculation of Naturalize to be 1/2 level rounded up, and removed the maximum (yay Epic-level Naturalists!!!)

5/2/14: Tweaked the wording of the Hidden from Nature invocation. Tweaked the Enchantment benefit from Lesser Elemental Arbiter, since Naturalize doesn't necessarily allow a save. Tweaked the wording of the Apportioned Bounty feat, to allow allies to make different choices from the Naturalist, and also addressing what happens with the Enchantment school. Added a note to Steadfast Wilderness addressing cases where the Naturalist also has Apportioned Bounty.

5/13/14: Added ranges to Lesser/Greater/Perfect Elemental Arbiter (close/medium/long respectively), since they previously had no mention of such.

I don't think greater/perfect elemental arbiter should multiply the bonuses for suppressing/dispelling effects. You've already got scaling by applying it from higher-level spells. For example, with perfect elemental arbiter, you would gain a 105% miss chance for dispelling a 7th-level illusion.

Minor nitpick, but elemental arbiter (evocation) should give resistance to an energy type, not an element. The elements are air, earth, fire, and water. The energy types are acid, cold, electricity, fire, and sonic.

I don't think greater/perfect elemental arbiter should multiply the bonuses for suppressing/dispelling effects. You've already got scaling by applying it from higher-level spells. For example, with perfect elemental arbiter, you would gain a 105% miss chance for dispelling a 7th-level illusion.

Yeah, but who doesn't want a 105% miss-chance??

...okay fine, I'll get rid of the multiplication.

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Minor nitpick, but elemental arbiter (evocation) should give resistance to an energy type, not an element. The elements are air, earth, fire, and water. The energy types are acid, cold, electricity, fire, and sonic.

Feat, item, or something else which lets you apply your Naturalize damage as a bonus to natural attacks (in some iteration)? Maybe a feat, to make it kinda like Arcane Strike?

Isn't this what Topiary do?

The only Topiary that comes close is Bear, which makes you do it as a standard action. What about attacks of opportunity, or full attacks? Even if you don't want to do the full naturalize damage on a full attack, something that would let you get, like, +2 damage for each naturalize die or something would be fun.

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Also, what about a class variant which gives you stripped-down Green Man meldshaping in exchange for Aspects and/or Elemental Arbiter?

I never really got into how Meldshaping works. If you want to write something up, I'd be more than happy to include it.